BLOOD BOWL - ABILITIES AND SKILLS
If you decide to make a Blood Bowl team, it is important to know what your players can do. I will give a brief view at how to read your character's attributes, and provide a list of Skill descriptions. Let's use this roster as a visual example:
Take a look at the column headers. First is the Name. You don't need to name your players; their parents took care of that long ago. Next to each name is a picture of some gold coins. If you want to hire a player, click on the coins next to his/her name.
The Team line is blank for the moment, as these players are not on one.
The Position list is the first of the important lists on this table. It lists each type of position followed by a number in fraction format. The number on the left of the slash is how many players of that position you already have on your team. The number on the right is the maximum number of players you can have for that position. A Blood Bowl team is limited to 16 players, so you can see here that the Humans could, if they wanted, fill an entire team with Linemen. But that would be stupid. But they can only have up to 4 Blitzers, 4 Catchers, 2 Throwers, and only 1 Ogre.
Next is a table of numbers. MA represents Movement Allowance. This number represents how many squares that player can move. You'll notice Catchers are faster than the other players on this team. You can always try to move 2 more squares than your Movement allowance allows, but the extra movement comes at a cost: you risk falling down for each extra step.
ST is Strength. Strength is important for throwing Blocks. As you might guess, a strong character has an advantage over a weaker character. If a character throws a block against a character of equal strength, a single block die is rolled. If one player is stronger than the other, two dice are rolled and the coach of the stronger player gets to choose which die to apply. If one player is more than twice as strong as his opponent, three dice are rolled and the coach of the stronger player gets to choose the result. Note that your teammates can help with blocks and effectively increase your strength. If you have a teammate adjacent to your opponent, and that teammate is not adjacent to another opponent, he adds +1 to your Strength for that block. Likewise, if your opponent has a teammate adjacent to you and not to another one of your teammates, your opponent has a Strength of +1 for the block.
AG is Agility. This is an important skill for playing the ball and dodging away from opponents. Any time you leave an opponent's tackle zone, you need to make an Agility roll to see if he knocks you over as you try to run off. Agility is also rolled to pick up, pass, and catch the ball.
AV is the Armor Value of your player. Every time one of your player's falls down, a roll is made to see if he gets hurt. If the number rolled is higher than the player's armor value, then an Injury roll is made. Injuries can range from being temporarily Stunned to being Killed (with Stunned, of course, being far more common). So a high Armor Value reduces the risk of injury to players if they get knocked down.
Level is Level. As your player gains experience (by scoring touchdowns, causing Casualties, etc), he goes up in level and at each level increase can roll to gain a new Skill. Level 7 is the highest level possible.
SPP is Star Player Points. These are the points that accrue to increase in Level. You gain points in the following manner: 3 points for a touchdown, 2 points for causing a Casualty, 2 points for an Interception, and 1 point for throwing a successful pass. Also, at the end of each game - as long as you didn't forfeit - one of your players will be randomly selected as an MVP and receive 5 points.
Salary is the cost to purchase a player.
State sometimes refers to the medical condition of the player. This field will tell you if a player has to miss a game because of injury by displaying a white flag with a red cross. This field also lets you know if a player is ready to level up, which is denoted by up-pointing arrows.
At the bottom you'll see fields marked Skills and Skills Gained. As the previous picture had no skills listed, let's pull up another one:
The Team line is blank for the moment, as these players are not on one.
The Position list is the first of the important lists on this table. It lists each type of position followed by a number in fraction format. The number on the left of the slash is how many players of that position you already have on your team. The number on the right is the maximum number of players you can have for that position. A Blood Bowl team is limited to 16 players, so you can see here that the Humans could, if they wanted, fill an entire team with Linemen. But that would be stupid. But they can only have up to 4 Blitzers, 4 Catchers, 2 Throwers, and only 1 Ogre.
Next is a table of numbers. MA represents Movement Allowance. This number represents how many squares that player can move. You'll notice Catchers are faster than the other players on this team. You can always try to move 2 more squares than your Movement allowance allows, but the extra movement comes at a cost: you risk falling down for each extra step.
ST is Strength. Strength is important for throwing Blocks. As you might guess, a strong character has an advantage over a weaker character. If a character throws a block against a character of equal strength, a single block die is rolled. If one player is stronger than the other, two dice are rolled and the coach of the stronger player gets to choose which die to apply. If one player is more than twice as strong as his opponent, three dice are rolled and the coach of the stronger player gets to choose the result. Note that your teammates can help with blocks and effectively increase your strength. If you have a teammate adjacent to your opponent, and that teammate is not adjacent to another opponent, he adds +1 to your Strength for that block. Likewise, if your opponent has a teammate adjacent to you and not to another one of your teammates, your opponent has a Strength of +1 for the block.
AG is Agility. This is an important skill for playing the ball and dodging away from opponents. Any time you leave an opponent's tackle zone, you need to make an Agility roll to see if he knocks you over as you try to run off. Agility is also rolled to pick up, pass, and catch the ball.
AV is the Armor Value of your player. Every time one of your player's falls down, a roll is made to see if he gets hurt. If the number rolled is higher than the player's armor value, then an Injury roll is made. Injuries can range from being temporarily Stunned to being Killed (with Stunned, of course, being far more common). So a high Armor Value reduces the risk of injury to players if they get knocked down.
Level is Level. As your player gains experience (by scoring touchdowns, causing Casualties, etc), he goes up in level and at each level increase can roll to gain a new Skill. Level 7 is the highest level possible.
SPP is Star Player Points. These are the points that accrue to increase in Level. You gain points in the following manner: 3 points for a touchdown, 2 points for causing a Casualty, 2 points for an Interception, and 1 point for throwing a successful pass. Also, at the end of each game - as long as you didn't forfeit - one of your players will be randomly selected as an MVP and receive 5 points.
Salary is the cost to purchase a player.
State sometimes refers to the medical condition of the player. This field will tell you if a player has to miss a game because of injury by displaying a white flag with a red cross. This field also lets you know if a player is ready to level up, which is denoted by up-pointing arrows.
At the bottom you'll see fields marked Skills and Skills Gained. As the previous picture had no skills listed, let's pull up another one:
Here is the roster for my Wood Elf team. I have selected one of my Throwers. If you look under the Skills category, you see that this player started with the skill Pass. This allows him to roll twice when he throws the ball, so he has a much better chance for a successful pass. The Skills Gained column represents both skills I have given him as he leveled up, as well as permanent injuries he has suffered. Sure Hands, for example, allows him to roll twice when he tries to pick up the ball. The injury Smashed Ankle, on the other hand, permanently reduced his Movement Allowance by 1. You can see this on the roster. His MA says 6 but the number is red - this means it was higher but was permanently lowered, typically due to injury. You'll notice some players have green stats. That means they actually had a permanent increase to a stat due to leveling up. Not all injuries result in lowered stats - some are Niggling Injuries, which makes your player easier to injure in the future. There are also lesser injuries with temporary effects, such as missing a game, but they don't get listed under Skills Gained.
The Treasury at the bottom shows how much money my team currently has. You can use this to hire new players, buy rerolls, get more cheerleaders, or get a team apothecary if you don't already have one.
You will also see a new column: Instead of Salary, the roster now says Value. As players increase in level they increase in their contribution to the teams Value, which determines maintenance costs and Inducements.
The Treasury at the bottom shows how much money my team currently has. You can use this to hire new players, buy rerolls, get more cheerleaders, or get a team apothecary if you don't already have one.
You will also see a new column: Instead of Salary, the roster now says Value. As players increase in level they increase in their contribution to the teams Value, which determines maintenance costs and Inducements.
SKILL LIST
I will provide this link for now until I have time to write up my own list: